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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. I am planning my next campaign to be scifi in a Master of Orion inspired universe! One of the specific is, I made it post win condition (Orion has fallen, half of the galactic quadrant has been conquered), in a fallen Bulrathi empire (pick your race of choice), due to an internal coup and a coup de grace by the Antarian (during the succession turmoil). There would be Psionic powers with Elerians (and Illithid a minor space race aka minflayers, i.e. which didn't discover space travel but has been discovered by advanced races), psionic items (to help normal players, since most if not all would neither be Elerian or Illithid) and possible genetic or psionic manipulation to gain them. I wonder if someone already has something similar? Meanwhile I am playing my fantasy totally custom adventure in a multiverse inspired by D&D, Master of Magic, Call of Cthulhu all together... (Player currently stranded on Arcanum trying to escape dark elf slavers ) good fun!
  2. Thanks for this detailed answer! The more I read the rule the more I love them. And I think the name "Revolution" is warranted. It is D100, but it has some never seen before stuff! And the character creation process (or class design process for GM) is the easiest of them all! 😮 Unfortunately rules need many reading to be understood! 😕 Excellent tip to have D20 next to the figurines, gotta try that! note to self, unexpectedly for a D100 game, need more D20 😮. BTW why not follow the tradition of using D20 locations? Oh.. so it seems I need to study basic combat as well and blend both advanced and basic depending on the situation hey?! Oh 😮 After some googling I found "Rise of the Yokai Koku", thanks! Well gotta buy some hard cover book for me an my player then!
  3. There are few things that strikes me as great additions over BRP that I want to use. Few things I still want and need to clarify. Few thing that I want to use but tweaks... I guess when people start "changing things" it mostly bring negative adversarial reactions.... Please enlighten me if I am "stupid" but I'll try to explain my reasons. Skill and Traits That one is an obvious good thing. you don't have 95% in sword, but, uh, 25% in mace... also you can only have skill%/10 traits so you gotta chose those point. love it. Might make trait cost 5xp instead of 1. Not that in matter much, this game requires lots of xp anyway, and the main limiting factor (as I understand it) is training time and teacher availability. It's just 5xp feel right to me... but hey pitch in if you disagree. However... as you will see below I am (probably, likely) going to drop SR counting (i.e. multiple actions). However I like the BRP rule of skill above 100%, above 150% (increase efficacy, more attacks, etc...). So I am thinking to enable double specialisation of some sort. Any idea? My initial current naive thought is Trait 1 (+30%), Trait 2 (+20%) Toughness Love it! But obviously to exploit toughness I need size class, might, combat effects, advanced combat, updated monster characteristics, it has huge impact on the game and mechanics. Alright it's doable. Hell even armour coverage is just as neat and must have too. Also it's gonna makes me switch back to localised HP, I feel it's much more bearable with toughness (localised HP is usually tougher, except it was terrible against elemental and area attack) After like 5 readings of the advanced section I believe that most of it gonna run pretty smoothly after all! I would have written about the effect after combat action though, in the book. Strike Rank counting (ie. multiple actions) Alright this one is going to be controversial but bear with me a second please. The short version is I prefer the default 1 (proactive) action per round of BRP. When I switched from Mythras to BRP dropping action points to 1 action per round, it was a huge relief and workflow improvement for combat session. Everybody loved it. While SR is totally a very neat way to grad attack speed (hey maybe many punches but only 1 or 2 sword attacks), also much simpler and logical than Mythras, and enable "fast enemy" in a very seamless fashion... it taxed our cognitive abilities (me and my players) a bit much, particularly when I got 3 players and 7 NPC... (maybe I am suffering from a bad case of old age?) Might try it a bit though, just to check, but probably going to drop it. Additionally, on a tangent topic, what if I want to use spell and sword in the same melee round. Sword would use melee SR and but spell INT SR, what about that? Exertion Point Gone are the magic point, enter Exertion points! But it's more than just a new fancy face! You got twice as much of them and they can go into negative numbers. Effectively the spell casters have 4 times more casting power. And for fighter it doesn't seem to matter much, until you take a major wound of course, in which case it starts hurting. I guess I am still unsure what to make of them. And their newness (to me) make them less appealing than magic point (which, in BRP, are used for everything!). Also thinking to inflict exertion point penalty on minor wound (pdf seems unclear to me here, minor wounds seem to only affect EP of next combat as far as I could see) Magic Strength In fact this is probably a moot comment, no real question here. Many GM, depending on their background, would have a different opinion. Me I like short duration, short fixed range and excessive spell casting cost like BRP. One reason is that doing extraordinary feat is good enough for me as a GM and my creature and players. I don't want them to be superextracagifragilistic! Most importantly I don't want to make the fighter type of character redundant or weak by comparison (in the killing business). Also I liked how one could spend (lots) of permanent POW to enchant in BRP. Won't work here though, or maybe it could, mmm..... But there is some interesting novel idea for Enchantment in the Revolution book, and I can also use XP. INT, CHA Those characteristics don't seem as impactful as the other on the game mechanics. I guess CHA is used for communication conflict pools. But what of INT? I am sure I am missing something... Paperback book I know some rule updates are coming. What if I want to buy the hardcover version of the book. Is a new update coming soon as well, i.e. better hold off or doesn't matter? Bonus Question If 2 average human fight with fist (toughness 6, might 0, fist damage d2), how do they eventually knock each other out?
  4. Oops.. got it the wrong way anyway after checking again.... 0% to get advantage in the 0-9% range, 10% in the 10-19% range, 20% in the 20-29% range, etc....
  5. I was thinking to homebrew BRP with a dash of Revolution (I just bought 3 paperback for me and my players, and I like BRP format and clarity, advanced weapon table side by side with historical one and the BRP magic power scale). But as I was thinking about the advanced combat and take in feature 1 by 1 .... they all build on each other to be very different indeed.. I need to swallow it all perhaps indeed... It all started with how I love the new toughness attribute. But it works with might and size and seriously redo monsters characteristics (witness dragon with 14 in STR).. mmm.... need more readings... As a side note the advantage rule seems somehow... broken... i.e. a successful 30%score will be an advantage roll 85% of the time! 😮 might go with half score or something.....
  6. Speaking of which.. I am confused by weapon increasing might... Why say this a D6 weapon with a +1 might, while one can have directly said it's a D6+D2 weapon?
  7. Ok, I am only halfway through my first read through... Which I think I will need multiple of them.... I got the idea with skill and trait, so far.. neat... and I guess some interpretation is left for the GM to decide (which trait/stunt use the same slot, hey?!) 😛 But on another completely different topic: Sword do D6 damage, average human has 6 toughness. Looks like human can't harm themselves! (But we are notoriously good at that! ) What am I missing? Also simplified combat doesn't seem to use toughness at all? Am I missing something else?! 😮
  8. Thanks Soltkas for your reply and comment.s... To discuss the multiple attack point in particular.... My first reaction would be when I went from Mythras (with AP, and bonus AP like CF) to BRP: 1 attack per round, I felt relieved, so much simpler.. so I am afraid it might get complicated again this way... However... I used feat to still provide multiple attack.. (occasionally) and was counting down attack rank by 5 increment.. and it proved relatively simple... I guess I shall read the point you mention again And the power more in details...
  9. I am just reading the rules now, which are somewhat difficult to understand occasionally... but they seem overall attractive. I like, in particular, how the trait, skill and XP system both force (enable?) the player to chose some specialisation while also giving good general ability. And one can still make Spell Sword... but it's a lot of XP to increase both combat and manipulation (with the increase XP cost of skill as it goes up) I guess there is some latitude for the GM to group traits in a single slot... I was wondering whether power manipulation take 1 slot each or not.. and the same for power.. (I was thinking to have a power pack trait that gives you the ability to learn 4 powers).. anyway the whole power section still need more reading form me. On missing appendix that would be nice would the she skill, (existing) trait, stunt list. Start with the caveat: 1 trait/stunt per 10% unless the GM find fit to group them. Followed by the 15 skills and a list of (existing) traits and stunts pertaining to them. BTW it's not clear how motivation work. I read the motivation section twice, still confused. One thing which is clear though, and that I somehow miss from BRP, is: - how you can defend against any number of attach, with -30% penalty on each consecutive defence after the first - how score superior to 100% can be used to have double efficacy (2 attack in the case of weapon) is there some kind of similar mechanic in the game? BTW I did 3 rule swap to my players so far: Mythras - Classic Fantasy => Plain Mythras => BRP Might swap again ^^ but will wait next campaign.. no hurry now (I was just very depressed with Mythras sorcery oppressing power, and somewhat happy with simplified combat book keeping in BRP) I particularly like how BRP magic is LESS powerful (but just as flexible if not more) than Mythras magic (no years durations and kilometers range with ridiculously low cost, but still combine as you will) It would be good (I am talking hypothetically here, still trying to understand the power section) if Revolution enable all those playstyle clearly, ie. do this for high OP magic, do this for high weak magic (i.e. fix range and short duration), do this for low magic...
  10. Another idea after a night's sleep Level and table are annoying... Basically some spell should be "more complicated", i.e. cost more to cast and learn perhaps. But how? Example of "more complicated spell": Fireball, Disintegrate, Prismatic Wall, Resurrection, Gate (between planes), Charm-Suggestion-Control, Petrification Some spell might just be different, with maybe some extra cost: Petrification: Might be like Change, but across reign (animal to mineral), last only 10 round or pay 1pow to make to permanent Some spell might be combinatory spell. For example Fireball and the like can be done by making them the combination of 2 spells: Flame + ElementalBall. Flame for damage, ball for area. Disintegrate: maybe blast and disintegrate. blast for damage, disintegrated for SIZ point. If the creature is killed it is disintegrated? cost 1pow? Resurrection: might need to be called with Heal. Resurrection enable to heal dead character, its level cater for time since death or bodypart, and heal should heal to full HP for success + 1 POW Gate, Planar Gate, Teleport DimensionDoor could be 1, 2 or 3 combined spells Charm-Suggestion-Control could be either weaker version of control (1mp instead of 3) or new spell (last much longer hey? PrismaticWall: the odd ball out hey? Who need thats? Or maybe it's a combo of: CounterMagic, Blast, Wall, Petrification, Gate + PrimasticThingy
  11. But even the BRP book is a bit vague... Sorcery > Summon Demon "Unlike other sorcery spells, summoning a demon costs 9 power points, paid when the demon appears." ... "Typically, your character is limited to his or her INT in D8s of demon POW, just as if were a spell. For example, a POW 3D8 demon counts as 3 levels of INT that your character cannot fill with sorcery spells." But then the Demon, Greater in the bestiary is "POW 3D6+6" no D8?! Or Magic > Conjure Elemental Cost Per Level: 1 What does higher or lower level do?! And only 1MP to summon a rather powerful creature? (I know, only 10 round, but even so..)
  12. I am baffled by Demon and Elemental summing. Can someone help me understand by making a detailed example of a lesser Demon/'Elemental summoning with maybe one extra power? I wonder.. how many MP does it cost, what are the creature characteristic and power.. etc... Let me have a go to, so far, as I understand it: With 9MP you have 8D8 of characteristics or 1 of MOV. which would be STTR:4 CON4 INT4 POW4 DEX4 MOV4, you need to pay at least 35MP for a lesser demon with 3D8 in all characteristic and 10 in MOV, is that so? But base damage 0. Add like 6 more MP for D10+d2 damage. Add more MP for power. Or if one is limited to INT D8, say 16D8, that mean 5 characteristic at 2D8 and 2 at 3D8 which would below human average, an no extra power I.e. those spell have ludicrous cost..... But if one has access to such ludicrous power, maybe using multiple brazier of powers and chain of being, it is unclear if there is any limit to their power.. For example chain of being with 8 sorcerer having 15POW each will have 120MP.
  13. I am playing in a D&D inspired kind of settings... The magic chapter in BRP while nice is lacking something for that settings. Inspired by Classic Fantasy I think I will divide spell in Rank (1,2,3 / Common,Uncommon,Rare) and also categories(in CF it is Illusionist, MagicUser, Cleric, Druid spells).. Inspired by these I am tempted to: Create various Sphere skills: Alteration, Illusion, Mental, Evocation (still coming up with those), .. that would unlock some spell list... (Rank1 at 50%, Rank 2 at 100%, Rank 3 at 150%)... Going to put spell in the various rank / make list of the various spheres.... Probably not gonna use cost reduction, it's good enough to do fantastic feats, I feel, and spell can be at different rank in different sphere... Plus a Wizard staff helps a lot Magician can memorise INT/2 of each rank that they can use... For Psionic the skill would be "Psionic Mastery" only 50% need for Minor disciples and 100% needed for Major discipline unlock. This has the advantage While the system is still classless it create an entry cost to each power, and make some power inherently harder. Coupled with XP I can have all power (feat, magic, divine magic) in the party and still have each player specialising.... despite authorising people to learn anything anytime and players to teach each others! But this is prevents me to: 1. have individual (or profession) that practice just a couple of spell. I'd like some Elite forces of some sorcerer to also know Teleportation and Sharpen. 2. some races might have some natural abilities, like the Mind Flayer.. 3. I wonder if I could use that to provide some entry cost to the feats power (from Blood Tide supplement) Problem 1.. is a conundrum... maybe use a special allegiance skill to unlock some unique spell list perhaps? (with spell unlocking at some allegiance %), this is very ad-hoc.. but has a nice secret society feeling... dunno how it would work well out with player creating a secret society though... Problem 2: might be easy to solve. For example MindFlayer might start at.. say 45% in psionic mastery and have psionic blast as minor. And one can imagine funny outlier mind flayer without psionic. Problem 3: maybe I need a Feat skill... and authorise Feat% / 10 feat to be learned? Any ideas? Comments? Suggestions?
  14. 25 combat rounds / 5 minutes for lockpicking hey? this thief is never gonna get away! 😮 but thanks hey, you nailed it!
  15. Some ability seem to last a number of "turns" How long is a turn?
  16. I am still in my interdimensional adventures. My player have been abducted to.. "another plane / dimension" though, come to think of it, could just as well be on another planet in the one prime material plane. They will have to find some "gate spell" to go back. And I was thinking to drop them clues and directions toward Celephais, one of the big town of the dream world for a library holding such knowledge. But now I wonder... Dream world seem to be missing the denizen of my player's current location (like Dark Elf and Dragonewt), what of it? Should I add all manner of creatures from all world in the dream world? Should they "coexist"? I wonder who other have done about such conundrum / topic?
  17. I switched to general HP. Makes futuristic weapons, area spell and effect less oppressive. So general HP with major wound (though planning to redraw the major wound table using hit location, but that is a small detail). Mmmm I can see how it is very important... 1D6 in every location is very different from D6 to general HP indeed. Very good remark! 😮 You should get 10 likes from me for that very important question! 😮 As a side comment, the more I think about it ,the more I like Classic Fantasy approach, with a Spell Lore skill, Spell grade (common, uncommon unlocked at 100% spell lore, rare unlocked at spell lore 150%) and cost reduction (for Spell lore above 100%) But I also plan to use Sorcery (as divine magic) in the same setting and Psy power (a bit in this setting and a lot more in a future scifi campaign) and.. mmm... Sorcery (i.e. divine magic) does not need cost reduction. BUt Psy power might.. Might need to do some work here... And Psychic power could benefit from power grading... Thinking more about it: Only Elemental attack spell are prohibitively expensive and beg for cost reduction... I Think I will reduce the cost of those, as Prinz.Slazar implied, it's costed for hit location. And got rid of of cost reduction with spell Lore. But keep Lore spell to unlock uncommon/rare spell and increase spell limit. It seem all fitting better that way!
  18. I am not quite happy with the Fire spell. On one hand I like that it's expensive. On the other hand I don't like it's priced to such a ridiculous degrees as to be useless. For example Mind Control is only 3 and probably way more potent. Polymorph would cost 4~5. Both would be resisted with a likely hard POW vs POW check. But a (deadly) 4D6 fire ball would cost 12, and be resisted (cumulatively) with parry/dodge (though you can game that by casting last), armor and the resistance spell. I was thinking to make it, and other similar spells such as Lightning and Blast, somewhat less expensive. Which add another complication. Lightning is hard to avoid, should I make price it differently? I had the following ideas: - reduce price with skill. reduce cost by (score% - 50)/10 (i.e. -1 at 60% up to -5 at 100%) - I notice that Classic Fantasy supplement used reduction cost on all spell base on Spell Knowledge score beyond 100%.. I am not sure I like that... maybe I should play more BRP to see how common it is. - reduce base price to 3+1, i.e. 3 magic point + 1 per level, or maybe 3+2, 2+2.... 3+1 is my latest idea. With 3+2 for Fireball, but then I wonder.. what about.. Lightning... maybe they are not all the same cost? and Lightning could be 3+2? Anyway, I am very undecided as you can see, and I might dilly dally and stay undecided for a while... But I would be curious to know what other people have tried / changed about those spells.
  19. mm... if you read carefully I switched in the opposite direction. using BRP now. But wondering whether to keep XP.. particularly as BRP has more skills (1 per weapon and 1 per magic spells) I like the definitely less powerful (and more enchantment friendly) default magic of BRP. Though not quite happy with Fireball... And for combat it's a toss up.. but I am happy I got rid of action point, happy about random armour (i.e. less armour, really), and while general HP might seem a step back, I am not losing that much, really, but now area attack (spell, grenades, breath weapons) and scifi weapon are less oppressives ...
  20. I just switched from Mythras to BRP but I was wondering whether to go tick mark on skill or XP for improvement rolls... I was edging toward xp and I guess it's one more reason to do it!
  21. I used D20 under for the same result And D20+characteristics vs characteristic+10 for resistance, no need for a table!
  22. For the record, after reading a bit on the astral plane in some D&D book I went with the following... The Astral plane (as in the D&D astral place) is the place in between the planes.... The home plane is a bit too far from the plane of abduction and there is one stop in the astral plane... (As to how the dark elf found their plane from roaming the astral plane is left unanswered...) They will find clue that will lead them to explore a great library in the dream world where there are spell to visit the astral plane,,,, and also some clue about enemy of the dark elf roaming the astral plane (illithid, githzerai) after that: they will just have to go back to the astral plane and find the dark elf fortress, lure the IIlithid there, and get away to their plane. That's the rough idea....
  23. I like weapon skill in fact.. (until next time I change my mind again) Having the shield issue is not quite the issue here.... I was planning to get rid of localisation as well. But my player like them and I was thinking to keep it for major wound.. so will try that!
  24. You were asking what it is, I told you the rule. Now if you ask what I would like it to be, that's different! Personally I'd like BRP over Mythras for many minor reason and one major reason: the default magic system is more about fun than power! Yes you can teleport and transform people, but it all cost a lot, and last a very short while. So for Dream skill I will keep this philosophy., I.e. Expensive dream creation are of such price that only a few a day can be made. Although being of dream world, they are true and last (except for obviously "magical one" like flying or invisibility, which would be short) But I would keep the dream part where the exact rule elude the player, with side effect or duration or something never quite expected. Nit negative mind you, just unexpected, if possible. Also, about balance, it's dream world, you should really give some latitude to the player to do extraordinary thing! If you are afraid that player are going to go through your challenge like it is nothing, just increase the number of protagonist and/or give them magic of their own. Number advantage is always tremendous!
  25. Excerpt from the book: "Magic points must be spent in the use of the Dreaming skill. Especially large or complex objects may require several dream-sessions before enough magic points can be spent to form it. The Dreaming skill attempt is made after all desired magic points are assigned." Hence you spent magic point first. You sacrifice POW for permanent change of the dream world. Otherwise change last only until the dream wakes up. Which can be a long time in the dream world though. But it's up to you, if it's a spell like thing, like flying, maybe it only last for a little while.
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